Doug Binks

@dougbinks@mastodon.gamedev.place
979 Followers
863 Following
3.6K Posts

Gamedev, making Avoyd Voxel Editor & Game with and open source tech with @juulcat.

https://www.enkisoftware.com/about#dougbinks

Runtime Compiled C++, enkiTS, GLFW, ex-physicist, ex-AAA. He/Him.

avoydhttps://www.avoyd.com/
enkisoftwarehttps://www.enkisoftware.com/
patreonhttps://www.patreon.com/enkisoftware
open sourcehttps://github.com/dougbinks

While cleaning a storage room, our staff found this tape containing #UNIX v4 from Bell Labs, circa 1973

Apparently no other complete copies are known to exist: https://gunkies.org/wiki/UNIX_Fourth_Edition

We have arranged to deliver it to the Computer History Museum

#retrocomputing

Thanks for answering. With all responses put together, we're doing multi-model GPU rendering next.

You can learn more about #Avoyd on our Discord https://discord.gg/CRXP6jNAmG

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📣 Dawnmaker is now available on mobile ✨

Build your deck while you build your cities, repel the Smog and bring light back to the world in this solo strategy game.

🍎 → https://apps.apple.com/us/app/dawnmaker/id6747272900
🤖 → https://play.google.com/store/apps/details?id=com.arpentor.dawnmaker

#indiegame #indiedev #mobile #ios #android #games #strategy

One fun feature that meshoptimizer got in the last two years that I forgot to mention in my v1 post is support for provoking vertex optimization for primitive ID rendering.

It’s a little niche but if you use visibility buffers and can’t use mesh shaders you kinda need it. The implementation is based on exploration by John Hable (thanks!) and is used by Wicked Engine.

https://meshoptimizer.org/#visibility-buffers

🐇 meshoptimizer

Mesh optimization library that makes meshes smaller and faster to render

Mesh optimization library that makes meshes smaller and faster to render
@dougbinks Let us not forget the basics of labour; this is yet another form of corporate pollution that you, the individual, is now tasked with cleaning up off of your community beach.

@dougbinks @runevision

Good point. It's C0 continuous but not C1.

Conflictingly, that's fine for old explicit integrators that break down under high stiffness. But not ideal for implicit integrators that handle high stiffness well.

We deal with asymmetry all the time in explicit integrators (e.g. Coulomb friction, which isn't even C0) by managing time steps, force magnitudes and integrator type.

A solution to make it C1 if there is trouble is add a quadratic smooth on the boundary.

@dougbinks FWIW the AttachThreadInput shenanigans is technically true. Another program can call AttachThreadInput on your main thread, and if it has its own window then you'll get that window from GetActiveWindow if it's the active window, instead of null. IDK if I'd consider that deliberate sabotage or a real issue but it's a thing.

I can give you a pair of example apps where one does that to the other if you want them

@dougbinks My guess from reading the report is that they use LLM to write code too, and the LLM-generated code contains bugs. And this user doesn't understand what they are doing to distinguish between their bug and the library's.

RE: https://mastodon.gamedev.place/@dougbinks/115734193092637121

The plethora of AI/LLM content is seriously eroding my trust in what I see/read on the internet. Not only is AI/LLM content drowning our knowledge space with slop, but it's also making it harder to know what is and isn't genuine.

For example is this bug really AI/LLM fabricated or is it a genuine report badly translated?

Given how we were already struggling with post-truth media and politicians this seems really dangerous.

#Avoyd export #Voxel multi-model to mesh OBJ and glTF GLB is out in Beta
> https://www.enkisoftware.com/products

What multi-model feature should we implement next?

#VoxelEditor #3D #3DModeling #GameDev #IndieDev

GPU rendering
50%
Export to #MagicaVoxel VOX
0%
(UI) model multi-select
0%
(show me the results)
50%
Poll ended at .
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luxe game engine dev log #16 - 2D Ready RC!

There's a new site, new documentation, new UI stuff, new VFX stuff, new Debugger and a whole lot more. Read about it here, and come help us test!

https://luxeengine.com/dev-log-16/?ref=luxe-mastodon

#gamedev #gameengine #createwithluxe #devlog

@ruby0x1 Me who just was learning how to embed Wren in C:

@ruby0x1 Oh wait, you're the creator of luxe engine LOL

I love your work so far lmao

@NullTheFool haha, happy to answer questions (I also maintain wren)
@ruby0x1 what language is this in/for? I can't find the info anywhere
@Moah it has in the home page under “friendly code” - it’s the Wren programming language but a custom one with error checking, completion etc